Server device for net game, net game management method, net game management program and recording medium which stores net game management program

ABSTRACT

The present invention provides a server device for net games which can give the user sufficient excitement based on the characteristic of net games that can be played with an actual person. The lobby server  13  stores the messages to be presented at game start/during game, which each member has set using the client computer  2 , for each member, and at the game start and/or batting/fielding change time, the stored message at game start/during game of one member is presented to the client computer  2  of the other member.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates to a server device for net games(or network games) which is communicably connected to a plurality ofterminal devices used by users via a network for managing a game playedin a game space by the users using the terminal devices, a network gamemanagement method, a net game management program used for this deviceand a recording medium which stores a net game management program.

[0003] 2. Description of the Related Art

[0004] Today as the Internet becomes popular and data transfer speedsincrease, net games (or network games) using server devices for netgames, and terminal devices used by users which are connected via theInternet, are commonly played. With such net games, various matchinggames, including sports and physical combat, are played.

[0005] In the case of the above mentioned matching games, an unspecifiednumber of general users can participate in a game since the Internet isused. When unknown users match in this way, the capability of anopponent in a game is unknown, so unexpectedness is added to theprogress of a game, and some excitement can be added to a game comparedwith normal games which use a standalone game machine, where a game isplayed with the game machine as the opponent.

[0006] However if games are simply played between users via the serverdevice for net games, as mentioned above, the difference from the caseof playing a game with a game machine as an opponent cannot besufficiently shown to the user. In other words, excitement based on thecharacteristic of net games that a game can be played not with a gamemachine but with an actual person cannot be sufficiently provided to theuser.

SUMMARY OF THE INVENTION

[0007] To solve the above problems, it is an object of the presentinvention to provide a server device for net games which can givesufficient excitement to the user based on the characteristic of netgames that can be played with an actual person, and net game managementprogram, and net game management method using this device.

[0008] The present invention relates to a server device for net gameswhich is communicably connected to a plurality of terminal devices usedby users via a net work for managing a game played in a game space bythe users using the terminal devices, comprising acquiring means foracquiring a message which a user set using the terminal device, andpresenting means for presenting a message of one user acquired by theacquiring means to the terminal device of the other user at apredetermined time during a period when the users are playing a gameusing the terminal devices.

[0009] According to the present invention as described above, the serverdevice for net games which is communicably connected to a plurality ofterminal devices used by the users via a network for managing a gameplayed in a game space by the users using the terminal devices comprisesacquiring means for acquiring a message which a user set using theterminal device, and presenting means for presenting a message of oneuser acquired by the acquiring means to the terminal device of the otheruser at a predetermined time during a period when the users are playinga game using the terminal devices.

[0010] In other words, a message which a user set using the terminaldevice is acquired, and the acquired message of this user is presentedto the terminal device of the other user during a predetermined time ina period when the users are playing a game using the terminal devices.

[0011] In this way, the message which one user set is presented to theother user at a predetermined time during the game period, so excitementcan be provided to the game by presenting this message. The other userto whom the message is presented can return a message, which this userset, to the former user, so such an exchange of messages can furtherimprove the excitement of the game. Also such messages reflect thesensitivity of the users who are actual people, so the user cansufficiently enjoy the actual feel of playing a game with an actualperson.

[0012] These and other objects, features, and advantages of the presentinvention will become more apparent upon reading the following detaileddescription along with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0013]FIG. 1 is a block diagram depicting a configuration of the netgame system using a server system according to an embodiment of thepresent invention;

[0014]FIG. 2 shows the major functional blocks of the server systemshown in FIG. 1;

[0015]FIG. 3 is a diagram depicting an example of the mode selectscreen;

[0016]FIG. 4 is a diagram depicting an example of the submenu screen;

[0017]FIG. 5 is a diagram depicting an example of the profileinformation input screen;

[0018]FIG. 6 is a flow chart depicting an example of message acquisitionprocessing by the server system and the client computer shown in FIG. 1;

[0019]FIG. 7 is a diagram depicting an example of messages at game starttime/and during game setup screen;

[0020]FIG. 8 is a diagram depicting an example of messages duringpitching setup screen;

[0021]FIG. 9 is a diagram depicting an example of the game lobby selectscreen;

[0022]FIG. 10 is a diagram depicting an example of the game area selectscreen;

[0023]FIG. 11 is a diagram depicting an example of the game mode selectscreen;

[0024]FIG. 12 is a flow chart depicting an example of messages at thegame start/during game presentation processing by the server system andclient computer shown in FIG. 1; and

[0025]FIG. 13 is a flow chart depicting an example of messages duringpitching presentation processing by the server system and clientcomputer shown in FIG. 1.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0026] A net game system using a server system according to anembodiment of the present invention will now be described with referenceto the accompanying drawings. FIG. 1 is a block diagram depicting aconfiguration of a net game system using the server system according toan embodiment of the present invention.

[0027] In the following description, a baseball game when pre-registeredmembers play games is described as an example of a net game, but thepresent invention is not limited by this example, but can be applied tovarious net games played between users, and can be suitably used forsuch games as other sports games, combat games, simulation games,shooting games and role playing games.

[0028] The net game system shown in FIG. 1 comprises a server system 1and a plurality of client computers 2. The server system 1 and theplurality of client computers 2 are communicably inter-connected via anetwork 3. Each client computer 2 is a terminal device used by a memberuser, and the server system 1 is a server device for net games where amember manages a baseball game played in a game space using the clientcomputer 2.

[0029] The Internet, for example, is used for the network 3, and variousinformation is transmitted/received between the server system 1 and theclient computer 2 according to TCP/IP (Transmission ControlProtocol/Internet Protocol). The network 3 is not limited to theInternet, but another network, such as an intranet, or a networkcombining various networks including the Internet and an intranet may beused. The server system 1 and client computers 2 may be interconnectedby a leased line.

[0030] When the Internet is used as the network 3, each client computer2 is usually connected to a predetermined provider server via a modem,and is connected to the network 3 via this provider server, but tosimplify description, the provider server is not illustrated and is notdescribed here.

[0031] In the present embodiment, the user who uses the client computer2 is a member who registered to receive a predetermined service providedby a company who manages the net game, and can play a baseball game as anet game with another member using the server system 1 using the clientcomputer 2.

[0032] Here the net game has a normal game and an encounter league. Anormal game is a profile exchange optional game where players can freelyexchange profile information, and an encounter league is a game withprofile exchange where players always exchange profile information.

[0033] Each member can voluntarily access the server system 1 using theclient computer 2, and play a normal game and an encounter league in agame space constructed by the server system 1 and client computer 2,just like a normal baseball game, and the members playing games togetherin a normal game and an encounter league can exchange messages.

[0034] Now the server system 1 will be described in detail. The serversystem 1 comprises a member DB (data base) server 11, mail server 12,lobby server 13, game server 14, WWW (World Wide Web) server 15, andgame DB server 16. Each server is connected by such a predeterminednetwork as a LAN (Local Area Network), as illustrated, so that data canbe transmitted/received according to the route. The member DB server 11,mail server 12, lobby server 13 and WWW server 15 are connected to thenetwork 3 via a communication unit such as a router (not illustrated),for example.

[0035] The member DB server 11 is comprised of a normal data base serverdevice, and executes member registration processing for a user when theuser registers for membership to receive a predetermined serviceprovided by a company who manages the net game. The member DB server 11stores the member ID, password, and accounting information of eachmember which are decided at membership registration in the data base,and manages the information. The mail server 12 is comprised of a normalmail server device, and manages the electronic mail of each member.

[0036] The lobby server 13 is comprised of a normal server device, andexecutes various lobby processings as a portal site to play net games.For example, the lobby server 13 refers to the member ID and passwordstored in the member DB server 11 when the member accesses for playing anet game using the client computer 2, and executes authenticationprocessing for the member who accessed.

[0037] The lobby server 13 guides the member who was confirmed as anofficial member by the authorization processing to the lobby selected bythis member out of a plurality of lobbies, and in the lobby which themember was guided to, the lobby server 13 executes guide processing forguiding the member to the game area selected by this member out of aplurality of game areas, and the game is played in a game space of thegame area where the member was guided to.

[0038] The lobby server 13 acquires a message which each member setusing the client computer 2, and sends a message of one member to theclient computer 2 of the other member, and sends a message of the othermember to the client computer 2 of the former member at the start of thenormal game and encounter league and during the batting/fielding change,so as to exchange messages between the members.

[0039] Here messages have a message at game start/during game, which isautomatically presented at the game start and during a batting/fieldingchange, and a message during pitching, which is presented when a memberpresses a function key, which is an input key disposed at the clientcomputer 2.

[0040] The game server 14 is comprised of a normal server device,executes net game progression processing for progressing the net game ina game space where members play a game, and transmits data required forthe progression of the net game to the client computer 2 via the lobbyserver 13.

[0041] The game DB server 16 is comprised of a normal data base serverdevice, and stores the various information on the net games, such as thegame result, which the client computer 2 sent via the lobby server 13 tothe data base, and manages the information.

[0042] The WWW server 15 is comprised of a normal WWW server device,creates ranking data from the data on game outcome stored in the game DBserver 16, and lists the created ranking data on a predetermined homepage so that the ranking data can be read from the client computer 2.

[0043] Now the client computer 2 will be described in detail. Eachclient computer 2 is comprised of a normal personal computer, whichincludes a ROM (Read Only Memory) 21, CPU (Central Processing Unit) 22,RAM (Random Access Memory) 23, external storage device 24, input section25, communication section 26, display section 27, recording mediumdriving device 28, and voice output section 30.

[0044] Each block of the client computer 2 is connected to the internalbus, various data is input/output onboard the client computer 2 via thisbus, and various processings for playing the net game are executed underthe control of the CPU 22.

[0045] A basic program for operating the client computer 2 has beenstored in the ROM 21. The RAM 23 is used for the work area of the CPU22. The recording medium 29 is a recording medium which can be read by acomputer, such as a CD-ROM. The CD-ROM is provided by a softwaremanufacturer who creates net games, and stores the game progressionprogram at the client side for a member to play a baseball game in thegame space.

[0046] The recording medium driving device 28 is comprised of a CD-ROMdrive, where the game progression program at the client side is readfrom the recording medium 29 under the control of the CPU 22, and thegame progression program at the client side is installed in the externalstorage device 24.

[0047] The recording medium 29 is not limited to the above mentionedexample, but if another recording medium driving device, such as a DVDdrive or floppy disk drive, is added, the game progression program atthe client side may be installed in the external storage device 24 usinganother recording medium which the computer can read, such as a DVD orfloppy disk. If the game progression program at the client side can bedownloaded from a home page of a software manufacturer via a network 3,then the game progression program at the client side may be directlydownloaded from this home page to the external storage device 24.

[0048] The external storage device 24 is comprised of such an externalstorage device as a hard disk drive. The game progression program at theclient side is installed in the external storage device 24, as mentionedabove, and various programs, such as a moving picture reproductionprogram for reproducing 3-dimensional moving pictures according to thegame progression program, are preinstalled by a normal method. Here forthe moving picture reproduction program, Direct X by Microsoft, forexample, can be used.

[0049] The CPU 22 reads a basic program from the ROM 21, and reads thegame progression program at the client side and the moving picturereproduction program from the external storage device 24, executes netgame progression processing to play a normal game and an encounterleague, and transmits/receives necessary data to/from the server system1 via the communication section 26.

[0050] The input section 25 is comprised of a keyboard and a mouse, andin the present embodiment, various instructions are input primarilyusing the mouse according to the operation of the member, and messagesduring pitching are assigned to predetermined function keys so that theinstructions to present a message during pitching is input by pressing afunction key.

[0051] The communication section 26 is comprised of a modem or a router,and controls communication with the server system 1 via the network 3.The display section 27 is comprised of a CRT (Cathode Ray Tube) orliquid crystal display, and displays various screens used for a net gameas still pictures or moving pictures under the control of the CPU 22.

[0052] The voice output section 30 is comprised of a speaker, whichoutputs a message at game start/during game and a message duringpitching by voice so as to present each message to the member.

[0053] Now the major functions of the server system 1 configured asabove will be described. FIG. 2 shows the major functional blocks of theserver system 1 shown in Fig.

[0054] As FIG. 2 shows, the server system 1 functionally includes theprogram executing section 31, data storing section 32, and programstoring section 33. The program executing section 31 functionallyincludes the message acquiring section 41 and the message presentingsection 42. The data storing section 32 functionally includes themessage storing section 43. And the program storing section 33 includesthe recording medium 44 which can be read by a computer.

[0055] The program executing section 31 is comprised of the CPUs (notillustrated) of each server 11-16 of the server system 1, and functionsas the message acquiring section 41 and the message presenting section42 by the CPUs executing various programs stored in the recording medium44, and executing the programs.

[0056] The data storing section 32 is comprised of the RAM (notillustrated) of the lobby server 13. The message storing section 43stores the messages at game start/during game and the messages duringpitching, which the members set using the client computer 2, for eachmember.

[0057] The program storing section 33 is comprised of, for example, thehard disk drives (not illustrated) of each server of the server system1, and in this case, the recording medium 44 is comprised of a harddisk. The recording medium 44 records the net game management programs,such as the message acquisition program, messages at game start/duringgame presentation program, messages during pitching presentationprogram, and other game progression programs at the server side in astate where the program can be read by a computer.

[0058] The recording medium 44 is not limited to the above example, butother recording mediums which can be read by a computer, such as aCD-ROM, DVD, and floppy disk, may be used if other recording mediumdriving devices, such as a CD-ROM drive, DVD drive, and floppy diskdrive, can be used, and each of the above mentioned programs may bedownloaded via the network 3, and may be stored in the hard disk.

[0059] The message acquiring section 41 is implemented primarily by theCPU of the lobby server 13, executing the message acquisition program.The message acquiring section 41 acquires a message at game start/duringgame which the member set using the client computer 2 out of theplurality of predetermined messages, and stores the acquired message atgame start/during game in the message storing section 43 for eachmember.

[0060] The message acquiring section 41 also acquires a message duringpitching which the member set out of a plurality of predeterminedmessages using the client computer 2 corresponding to the function keysof the input section 25, and stores the acquired message during pitchingin the message storing section 43 corresponding to the function keys foreach member.

[0061] The message presenting section 42 is implemented primarily by theCPU of the lobby server 13, executing the message presentation programat game start/during game and message presentation program duringpitching. The message presentation section 42 sends the message at gamestart/during game of one member stored in the message storing section 43to the client computer 2 of the other member at a predetermined timeduring a period when the members are playing a game using the clientcomputers 2, such as at the start of the normal game and encounterleague and batting/fielding change time. The voice output section 30 ofthe client computer 2 of the other member converts the transmittedmessage at game start/during game into voice, and outputs it.

[0062] When one member operates a function key of the input section 25during the normal game and encounter league, the message presentingsection 42 reads a message during pitching which corresponds to thisfunction key from the message storing section 43, and sends the readmessage during pitching to the client computer 2 of the other member.The voice output section 30 of the client computer 2 of the other memberconverts the transmitted message at game start/during game into voice,and outputs it. According to the present embodiment, the lobby server 13corresponds to the acquiring means and presenting means.

[0063] Now the operation of the net game system configured as mentionedabove will be described. In the following description, it is assumedthat the user has completed member registration to the member DB server11, and the member ID and password of the member have been stored in theexternal storage device 24 of the client computer 2 to be used by themember, and have also been stored in and managed by the member DB server11. It is assumed that playing a net game requires a fee, and that theaccounting status shows that the member has already paid a predeterminedfee, and has the right to play the net game.

[0064] When the member starts up the game progression program at theclient side using the mouse of the input section 25 of the clientcomputer 2, the mode select screen for the member to select a desiredmode from a plurality of modes is displayed on the display section 27.

[0065]FIG. 3 is a diagram depicting an example of the mode selectscreen. When the mode select screen 100 shown in FIG. 3 is displayed andthe member selects the “Play on Net” button 101 using the mouse, thesub-menu screen for the member to select a net game from a plurality ofitems of the sub-menu is displayed on the display section 27.

[0066]FIG. 4 is a diagram depicting an example of the submenu screen.When the sub-menu screen 110 shown in FIG. 4 is displayed, the memberselects the “Net Game” button 111 using the mouse, and the profileinformation input screen for the member to input the profile informationis displayed on the display section 27.

[0067]FIG. 5 is a diagram depicting an example of the profileinformation input screen. When the profile information input screen 120shown in FIG. 5 is displayed, and the member inputs each information toeach input box 121-124 for the residential area, favorite baseball team,birth date and sex, and selects the “OK” button 125, the CPU 22 storesthe input information on the residential area, favorite baseball team,birth date and sex in the RAM 21 or the external storage device 24 asprofile information.

[0068] After the profile information is input as above, the team selectscreen, which the member will use for the net game, is displayed on thedisplay section 27, and the CPU 22 stores the team name selected by themember in the RAM 21 or the external storage device 24.

[0069] Then the confirmation screen for rule setting and game setting tobe used for the net game is displayed on the display section 27, wherethe member confirms the rule setting, etc. Here the rule setting is, forexample, the number of innings in a game, whether extra innings areplayed in a game, whether a game can be called, and whether the DHsystem is used, and the game setting is, for example, the wind status,weather status, game time zone, error occurrence status, playercondition status, and player injuries.

[0070] After the above mentioned rule setting and other processing ends,the message acquisition processing starts. FIG. 6 is a flow chartdepicting an example of message acquisition processing by the serversystem 1 and client computer 2 shown in FIG. 1. The message acquisitionprocessing at the client computer 2 side shown in FIG. 6 is implementedby the CPU 22, executing the game progression program, and the messageacquisition processing at the server system 1 side is implemented by thelobby server 13, executing the message acquisition program.

[0071] As FIG. 6 shows, in Step S1, the CPU 22 of the client computer 2displays the messages at the game start/during game setup screen on thedisplay section 27 for setting the messages at game start/during game tobe displayed at game start and at batting/fielding change time.

[0072]FIG. 7 is a diagram depicting an example of the messages at gamestart/during game setup screen. For example, the messages at gamestart/during game setup screen 130 shown in FIG. 7 are displayed,wherein “How do you do” is displayed in the message select box 131 atgame start as the message at game start, “Sorry” is displayed in themessage select box 132 when a team is winning as the message when a teamis winning, “I'm getting warmed up” is displayed in the message selectbox 133 during a tie as the message during a tie game, and “Wait andsee” is displayed in the message select box 134 when a team is losing asthe message when a team is losing.

[0073] The above mentioned message at game start is a message which isautomatically presented to the opponent at the game start, the messagewhen a team is winning is a message which is automatically presented tothe opponent when a team is winning at batting/fielding change time, themessage at a tie is a message which is automatically presented to theopponent when the teams are in a tie at batting/fielding change time,and the message when a team is losing is a message which isautomatically presented to the opponent when a team is losing atbatting/fielding change time.

[0074] For each one of the above messages, the member can select adesired message out of a plurality of predetermined messages, and in thepresent embodiment, a selectable message is predetermined as follows.

[0075] The messages at game start are, for example, “Hi”, “Take it easyplease”, “I'm a beginner”, and “Good evening”, in addition to the abovemessage. The messages when a team is winning are, for example, “Is thisall you've got?”, “Are you sleepy?”, “Are you serious?”, “Do you want meto take it easy?”, and “This is what I've got!”, in addition to theabove message. The messages when the teams are in a tie are, forexample, “I'm just getting serious”, “Revenge”, “You are strong”, and“Take it easy will you”, in addition to the above message, and themessages when a team is losing are, for example, “You're pretty good”,“I admit you're my rival”, “You are strong”, “I'll get a hit no matterwhat”, and “Wow, you're strong aren't you”, in addition to the abovemessage.

[0076] In this baseball game, a game is normally played between memberswho do not know each other, so if the content of the message can becompletely controlled by the members, then unfavorable messages, such asslander, may be exchanged, and the baseball game cannot progresssmoothly. Therefore by presenting a message selected from a plurality ofpredetermined messages at game start/during game, the messages which themember can present to the opponent can be limited. By limiting themessages that the member can present to the opponent in this way, anexchange of unfavorable messages, such as slander, can be prevented, andthe baseball game can progress smoothly. For this aspect, messagesduring pitching, which will be described later, are the same.

[0077] The messages at game start/during game are not limited by theabove examples, and other messages may be used. The excitement of thegame may be improved by displaying the above messages or other messagesat a predetermined time, other than at game start and batting/fieldingchange time.

[0078] Then in Step S2, if the member selected messages at gamestart/during game out of the above mentioned message candidates usingthe mouse of the input section 25, the CPU 22 accepts the selectedmessages at game start/during game, and displays the selected messagesin each select box 131-134.

[0079] Then in Step S3, the CPU 22 judges whether the member completedsetting by selecting the “OK” button 135 shown in FIG. 7 using themouse, and if the “OK” button 135 is not selected, processing moves toStep S2 to continue subsequent processing, and if the “OK” button 135 isselected, processing moves to Step S4.

[0080] If the “OK” button 135 is selected, the CPU 22 stores themessages at game start/during game, set in the RAM 21 or externalstorage device 24 in Step S4.

[0081] Then in Step S5, the CPU 22 displays the messages during pitchingsetup screen on the display section 27 for setting messages duringpitching, which is presented when the member presses the function keywhen the pitching operation is executed.

[0082]FIG. 8 is a diagram depicting an example of the messages duringpitching setup screen. The messages during pitching setup screen 140 asshown in FIG. 8, for example, is displayed, and “Here comes a curve” isdisplayed in the message select box 141 of the F1 function key on thekeyboard of the input section 25 as the message assigned to the F1function key, and in the same way, messages such as “Here comes ascrewball” are displayed in the message select boxes 142-146 of theF2-F6 function keys as the messages assigned to the F2-F6 function keys.

[0083] Each of the above messages are automatically presented to themember at the batting side by pressing a desired function key, F1-F6,when the member at the fielding side pitches a ball during the game. Foreach one of the above messages, the member can select a desired messagefrom a plurality of messages which are predetermined for each functionkey F1-F6.

[0084] The messages during pitching are not limited to the abovementioned examples, but other messages may be used. The messages to beassigned to the above mentioned function keys are not limited to theabove mentioned messages during pitching, but messages for apredetermined time other than pitching, such as messages for batting,may be presented during batting to improve the excitement of the game.The keys to which messages are assigned are also not limited to theabove mentioned function keys, but messages may be assigned to otherkeys on the keyboard or messages may be assigned to predeterminedbuttons of a mouse or other input devices.

[0085] Then in Step S6, if the member selects messages during pitchingout of the candidate messages using the mouse, the CPU 22 accepts theselected messages during pitching, and displays the selected messagesduring pitching in each select box 141-146.

[0086] Then in Step S8, the CPU 22 judges whether the member completedsetting by selecting the “OK” button 147 shown in FIG. 8, and if the“OK” button 147 is not selected, processing moves to Step S6 to continuesubsequent processing, and if the “OK” button 147 is selected,processing moves to Step S8.

[0087] If the “OK” button 147 is selected, the CPU 22 stores themessages during pitching, set in the RAM 21 or external storage device24 corresponding to the function keys to which the messages are assignedin Step S8.

[0088] Then in Step S9, the CPU 22 accepts the setting of the playerorder of the team which the member will use for the net game, and storesthe player order of the team, such as the starting order, players on thebench, and players not playing, in the RAM 21 or external storage device24.

[0089] Then in Step S10, the client computer 2 accesses the lobby server13 via the network 3, and the CPU 22 sends the member ID and passwordstored in the external storage device 24 to the lobby server 13 usingthe communication section 26, and sends the information stored in theRAM 21 or external storage device 24, such as the profile information,messages at game start/during game, messages during pitching, team nameand team order, to the lobby server 13.

[0090] Then in Step S101, the lobby server 13 receives the transmittedmessages at game time/during game and messages during pitching, inquiresthe member DB server 11 whether the member to which the received memberID and password are assigned has the right to play a game, and themember DB server 11 checks the accounting status of the member specifiedby the member ID and password, and notifies the result on whether themember has the right to play a game to the lobby server 13.

[0091] In this case, the member has the right to play a game, so themember DB server 11 notifies the lobby server 13 that this member hasthe right to play a game, and the lobby server 13 stores the receivedmessages at game start/during game and messages during pitching in theRAM for each member, and stores such information as the team name andplayer order of the team in the game DB server 16 for each member, andends message acquisition processing.

[0092] In this way, according to the present embodiment, variousinformation, such as the team name and player order of the team, arecollectively sent to the server system 1 after all the setup processingends, so the connection time between the server system 1 can clientcomputer 2 can be decreased, and unnecessary accounting fees are notcharged.

[0093] When the above mentioned message acquisition processing ends, thelobby server 13 sends the data for displaying the game lobby selectscreen to select a desired game lobby to the client computer 2.

[0094]FIG. 9 is a diagram depicting an example of the game lobby selectscreen. The client computer 2 displays the game lobby select screen 150shown in FIG. 9, for example, on the display section 27 using thereceived data, where a plurality of game lobby select buttons 151 aredisplayed.

[0095] The name of each game lobby is displayed and the number ofmembers in each game lobby is displayed on the select buttons 151 ofeach game lobby. If the member selects a desired game lobby selectbutton from the plurality of game lobby select buttons 151 using themouse at this time, the lobby server 13 sends data, for displaying thegame area select screen to select a desired game area out of a pluralityof game areas, to the client computer 2.

[0096]FIG. 10 is a diagram depicting an example of the game area selectscreen. The client computer 2 displays the game area select screen 160shown in FIG. 10 on the display section 27 using the received data,where a plurality of game area select buttons 161 are displayed.

[0097] The name of each game area is displayed and the number of membersin each game area is displayed on each game area select button 161. Whenthe member selects a desired game area select button from the pluralityof game area select buttons 161 using the mouse, the lobby server 13sends the data, for displaying the game mode select screen to select thegame mode, to the client computer 2.

[0098]FIG. 11 is a diagram depicting an example of the game mode selectscreen. The client computer 2 displays the game mode select screen 170shown in FIG. 11, for example, on the display section 27 using thereceived data. If the member selects the “Net Game” button 171 or the“Encounter League” button 172 using the mouse at this time, the opponentis decided by a predetermined processing, and a baseball game as a netgame or encounter league starts.

[0099] Now messages at game start/during game presentation processing,for exchanging messages at game start/during game between the membersplaying together in a net game or encounter league, will be described.

[0100]FIG. 12 is a flow chart depicting an example of messages at gamestart/during game presentation processing by the server system 1 andclient computer 2 shown in FIG. 1. The messages at game start/duringgame presentation processing at the client computer 2 side shown in FIG.12 is implemented by the CPU 22, executing the game progression program,and messages at game start/during game presentation processing at theserver system 1 side is implemented by the lobby server 13, executingthe messages at game start/during game presentation program.

[0101] As FIG. 12 shows, in Step S111, the lobby server 13 inquires thecurrent game status to the game server 14, judges whether the currentgame status is game start time or not, and if not game start time, StepS111 is repeated, and if it is game start time, processing moves to StepS112.

[0102] In the case of game start time, the lobby server 13 reads themessage at game start which one of the members who will play the gameset from the RAM in Step S112, and instructs the client computer 2 ofthe other member to output the read message at game start by voice, andalso reads the message at game start which the other member set from theRAM, and instructs the client computer 2 of the former member to outputthe read message at game start by voice.

[0103] At this time, in Step S21, the CPU 22 of the client computer 2 ofthe other member outputs the instructed message at game start of theformer member by voice using the voice output section 30, and the CPU 22of the client computer 2 of the former member outputs the instructedmessage at game start of the other member by voice using the voiceoutput section 30. Therefore, the message at game start of the formermember is presented to the other member by voice, and the message atgame start of the other member is presented to the former member byvoice.

[0104] Then in Step S113, the lobby server 13 inquires the current gamestatus to the game server 14, judges whether the current status isbatting/fielding change time or not, and if not batting/fielding changetime, Step S113 is repeated, and if it is batting/fielding change time,processing moves to Step S114.

[0105] In the case of batting/fielding change time, the lobby server 13inquires the current game status to the game server 14 in Step S114, andif one member is winning the game, the lobby server 13 reads the messagewhen a team is winning which this member set from the RAM, and instructsthe client computer 2 of the other member to output the read messagewhen a team is winning by voice, and also reads the message when a teamis losing which the other member set from the RAM, and instructs theclient computer 2 of the former member to output the read message when ateam is losing by voice.

[0106] When the game is tied, the lobby server 13 reads the message at atie which one member set from the RAM, and instructs the client computer2 of the other member to output the read message at a tie by voice, andalso reads the message at a tie which the other member sets from theRAM, and instructs the client computer 2 of the former member to outputthe read message at a tie by voice.

[0107] At this time, in Step S22, the CPU 22 of the client computer 2 ofthe other member outputs the instructed message of the former member byvoice using the voice output section 30, and the CPU 22 of the clientcomputer 2 of the former member outputs the instructed message of theother member by voice using the voice output section 30. Therefore whenone member is winning, the message when the team of this member iswinning is presented to the other member by voice, and the message whenthe team of the other member is losing is presented to the former memberby voice. When the game is tied, a message at a tie of one member ispresented to the other member by voice, and a message at a tie of theother member is presented to the former member by voice.

[0108] Then in Step S115, the lobby server 13 inquires the current gamestatus to the game server 14, judges whether the current status is gameend, and if it is not game end, processing moves to Step S113 to repeatthe subsequent processing, and if it is game end, the messages at gamestart/during game presentation processing ends.

[0109] By the above processing, each message which each member preset isexchanged at game start and at batting/fielding change time. Here at thegame start and batting/fielding change time the game is not actuallybeing played in the progress of the baseball game, so if nothing happensduring such a time, the tension of the users in the baseball game isdisrupted, and the excitement of the baseball game diminishes. However,according to the present embodiment, the members exchange messages, sothe feeling of each member is refreshed, which allows each member tofocus on the baseball game, and spicy excitement can be provided to theprogression of the baseball game, which further improves the excitementof the baseball game.

[0110] Now messages during pitching presentation processing forpresenting messages during pitching between the members playing a gametogether in the net game or encounter league will be described.

[0111]FIG. 13 is a flow chart depicting an example of messages duringpitching presentation processing by the server system 1 and clientcomputer 2 shown in FIG. 1. The messages during pitching presentationprocessing at the client computer 2 side shown in FIG. 13 is implementedby the CPU 22, executing the game progression program, and the messagesduring pitching presentation processing at the server system 1 side isimplemented by the lobby server 13, executing the messages during thepitching presentation program.

[0112] As FIG. 13 shows, in Step S31, the CPU 22 of the client computer2 of one member playing the game judges whether this member is thefielding side and what the current game status is during pitching, andif this member is not the fielding side or the current game status isnot during pitching, Step S31 is repeated, and if this member is thefielding side and the current game status is during pitching, processingmoves to Step S32. The processing in Step S31 may be executed by thelobby server 13 after receiving the notification in Step S33, which isdescribed later.

[0113] If one member is at the field side and the current game status isduring pitching, the CPU 22 of the client computer 2 of this memberjudges whether this member pressed a function key of the input section25 in Step S32, and if this member did not press a function key, StepS32 is repeated, and if this member pressed a function key, processingmoves to Step S33.

[0114] When one member pressed a function key, the CPU 22 of the clientcomputer 2 of this member notifies the information for specifying thepressed function key to the lobby server 13 using the communicationsection 26 in Step S33.

[0115] Then the lobby server 13 reads the message during pitching, whichis stored corresponding to the pressed function key out of the messagesduring pitching which this member set from the RAM, and instructs theclient computer 2 of the other member to output the read message duringpitching by voice.

[0116] Then in Step S201, the CPU 22 of the client computer 2 of theother member outputs the instructed message during pitching of theformer member by voice using the voice output section 30, and ends themessages during pitching presentation processing. Therefore the messageduring pitching which is assigned to the function key pressed by theformer member is presented to the other member by voice. The messageduring pitching of the other member is also presented to the formermember in the same way.

[0117] When one member operated a function key during pitching by theabove mentioned processing, the message during pitching which thismember set corresponding to this function key is presented to the othermember. When a net game is played, each member often operates thebaseball game not by a dedicated controller for a game but with akeyboard, etc. So the member cannot perform complicated operation otherthan the operation of the baseball game, such as pitching operation, butsuch a simple operation as merely pressing a function key can beperformed even during the baseball game.

[0118] Since a message during pitching corresponding to the function keywhich one member pressed is presented to the other member, as describedabove, the former member can present a desired message during pitchingto the other member merely by executing such a simple operation aspressing the function key to which a message is assigned. As a result, adesired message during pitching can be presented by a very simpleoperation without interfering with the original operation of thebaseball game, and the excitement of the baseball game can be furtherimproved.

[0119] In this way, according to the present embodiment, a message whicha member selected using the client computer 2 is acquired, and duringthe period when members are playing a game using the client computers 2,an acquired message of one member is presented to the client computer 2of the other member, so excitement can be provided to the game by thepresentation of messages. The other member to whom the message ispresented can return a message which this member set to the formermember, so such an exchange of messages further improves the excitementof the game. With such messages, the sensitivity of the member, who isan actual person, is reflected, so the members can sufficiently receivethe sensation of playing with an actual person. As a result, theexcitement of the game can be further improved by the presentation andexchange of messages, and excitement based on the characteristic of thegame, which is playing a game with an actual person, can be sufficientlyprovided to the users.

[0120] According to the present embodiment, the messages selected by amember are sent to the lobby server 13, but the present invention is notlimited by this example, and information which can specify a message,for example, may be sent. The presentation of a message is not limitedto presentation by voice, and a message may be displayed on the gamescreen using the display section 27.

[0121] Also according to the present invention, a personal computer isused as the terminal device, but other terminal devices, such as aportable telephone and a portable information terminal, may be used onlyif the net game can be played on such a device.

[0122] Information to be transmitted/received between the server system1 and client computer 2 may be encrypted using known encryptiontechnology. In this case, the security of each information to betransmitted can be improved.

[0123] In the above description, the case when a member who paid apredetermined fee to play a net game was described, but the presentinvention can be applied in the same way to the case when unspecifiedusers pay a fee using a prepaid card or when a net game can be playedfree of charge, where the same effect can be received.

[0124] In summary, the present invention relates to a server device fornet games which is communicably connected to a plurality of terminaldevices used by users via a net work for managing a game played in agame space by the users using the terminal devices. The server devicecomprises acquiring means for acquiring a message which a user set usingthe terminal device, and presenting means for presenting a message ofone user acquired by the acquiring means to the terminal device of theother user at a predetermined time during a period when the users areplaying a game using the terminal devices.

[0125] According to the present invention described above, the serverdevice for net games which is communicably connected to a plurality ofterminal devices used by the users via a network for managing a gameplayed in a game space by the users using the terminal devices comprisesacquiring means for acquiring a message which a user set using theterminal device, and presenting means for presenting a message of oneuser acquired by the acquiring means to the terminal device of the otheruser at a predetermined time during a period when the users are playinga game using the terminal devices.

[0126] In other words, a message which a user set using the terminaldevice is acquired, and the acquired message of this user is presentedto the terminal device of the other user during a predetermined time ina period when the users are playing a game using the terminal devices.

[0127] In this way, the message which one user set is presented to theother user at a predetermined time during the game period, so excitementcan be provided to the game by presenting this message. The other userto whom the message is presented can return a message, which this userset, to the former user, so such an exchange of messages can furtherimprove the excitement of the game. Also such messages reflect thesensitivity of the users who are actual people, so the user cansufficiently enjoy the actual feel of playing a game with an actualperson. As a result, the excitement of the game can be further improvedby the presentation and exchange of messages, and the user cansufficiently receive the sensation of playing a game not with a gamemachine but with an actual person, so excitement based on thecharacteristic of net games, where a game is played with an actualperson, can be sufficiently given to the user.

[0128] The present invention may have the feature that the presentingmeans presents the message of one user acquired by the acquiring meansto the terminal device of the other user in at least one of the gamestart time and the batting/fielding change time during the game.

[0129] According to the present invention with the above feature, thepresenting means presents the message of one user acquired by theacquiring means to the terminal device of the other user in at least oneof the game start time and the batting/fielding change time during thegame.

[0130] In other words, the acquired message of one user is presented tothe terminal device of the other user in at least one of the game starttime and the batting/fielding change time during the game. The gamestart time and the batting/fielding change time are times when theactual game is not played, so if nothing happens during these times, thetension of the users toward the game is interrupted, and the excitementof the game diminishes. However, by exchanging messages between theusers during such a time, the users feel refreshed and can concentrateon the game again, and also spicy excitement can be added to theprogress of the game. As a result, the user can feel refreshed and canfocus on the game again, and spicy excitement can be provided to theprogress of the game, so the excitement of the game can be furtherimproved.

[0131] The present invention may be provided with the feature that theacquiring means acquires the message corresponding to an input keydisposed on the terminal device, and the presenting means presents themessage corresponding to the input key on the terminal device of theother user when one user operated the input key during the game.

[0132] According to the present invention with the above describedfeature, the acquiring means acquires the message corresponding to aninput key disposed on the terminal device, and the presenting meanspresents the message corresponding to the input key on the terminaldevice of the other user when one user operated the input key during thegame.

[0133] In other words, the message is acquired which corresponds to theinput key disposed on the terminal device, and the message correspondingto the input key is presented to the terminal device of the other userwhen one user operated the input key during the game.

[0134] When a net game is played, a user often uses a standard computer,and the game is controlled mostly by the mouse and keyboard, rather thanby a controller dedicated for games. So the user cannot performcomplicated operations other than the operation required for the game,but such a simple operation as merely operating an input key can beperformed even during the game.

[0135] Therefore by presenting a message, corresponding to an input keywhich one user operated, to the terminal device of the other user, asmentioned above, the user can present a desired message to the opponentmerely by performing such a simple operation as operating an input keyto which a message is assigned. As a result, the user can present adesired message to the opponent merely by a simple operation ofoperating an input key to which a message is assigned, so a desiredmessage can be presented by a simple operation without interfering withthe original operation of the game, and the excitement of the game canbe further improved.

[0136] The present invention may be provided with the feature that theacquiring means acquires a message which the user selected using theterminal device out of a predetermined plurality of messages.

[0137] According to the present invention with the above describedfeature, the acquiring means acquires a message which the user selectedusing the terminal device out of a predetermined plurality of messages.

[0138] In other words, a message which the user selected using theterminal device out of a predetermined plurality of messages isacquired, and the acquired message of one user is presented to theterminal device of the other user at a predetermined time during theperiod when the users are playing a game using the terminal devices. Ina network game, the game is generally played between anonymous users, soif the content of a message is completely controlled by the users,unfavorable messages, such as slander, may be exchanged, which makes itdifficult to progress the net game smoothly.

[0139] Therefore, the messages that a user can present to the opponentcan be limited by presenting a message selected from a predeterminedplurality of messages, as mentioned above. And as a result, an exchangeof unfavorable messages, such as slander, can be prevented by limitingthe messages which a user can present to the opponent. As a result,messages which the user can present to the opponent can be limited inadvance, so an exchange of unfavorable messages, such as slander, can beprevented, and a net game can progress smoothly.

[0140] The present invention also relates to a net game managementmethod using a server device for net games which is communicablyconnected to a plurality of terminal devices used by users via a networkfor managing a game played in a game space by the users using theterminal devices, comprising a message acquiring step for the serverdevice for net games to acquire a message which a user set using theterminal device, and a message presenting step for the server device fornet games to present a message of one user acquired in the messageacquiring step to the terminal device of the other user at apredetermined time during a period when the users are playing a gameusing the terminal devices.

[0141] According to the present invention in the method form, thenetwork management method using a server device for net games which iscommunicably connected to a plurality of terminal devices used by theusers via a network for managing a game played in a game space by theusers using the terminal devices, comprises a message acquiring step forthe server device for net games to acquire a message which a user setusing the terminal device, and a message presenting step for the serverdevice for net games to present a message of one user acquired in themessage acquiring step to the terminal device of the other user at apredetermined time during a period when the users are playing a gameusing the terminal devices.

[0142] In other words, the message which a user set using the terminaldevice is acquired by the server device for net games, and the acquiredmessage of one user is presented to the terminal device of the otheruser at a predetermined time during the period when the users areplaying a game using the terminal devices.

[0143] In this way, the message which one user set is presented to theother user at a predetermined time during the game period, so excitementcan be provided to the game by presenting this message. The other userto whom the message is presented can return a message, which the userhas set to the former user, so such an exchange of messages can furtherimprove the excitement of the game. Also such messages reflect thesensitivity of the users who are actual people, so the user cansufficiently enjoy the actually feel of playing a game with an actualperson. As a result, the excitement of the game can be further improvedby the presentation and exchange of messages, and the user cansufficiently receive the sensation of playing a game not with a gamemachine but with an actual person, so excitement based on thecharacteristic of net games, where a game is played with an actualperson, can be sufficiently given to the user.

[0144] The present invention relates also to a net game managementprogram for providing functions to a server device for net games whichis communicably connected to a plurality of terminal devices used by theusers via a network, for managing a game played in a game space by theusers using the terminal devices, comprising acquiring means foracquiring a message which a user set using the terminal device, andpresenting means for presenting a message of one user acquired by theacquiring means to the terminal device of the other user at apredetermined time during a period when the users are playing a gameusing the terminal devices.

[0145] According to the present invention in the above described form,the net game management program for providing functions to a serverdevice for net games which is communicably connected to a plurality ofterminal devices used by the users via a network, for managing a gameplayed in a game space by the users using the terminal devices,comprises acquiring means for acquiring a message which a user set usingthe terminal device, and presenting means for presenting a message ofone user acquired by the acquiring means to the terminal device of theother user at a predetermined time during a period when the users areplaying a game using the terminal devices.

[0146] In other words, a message which one user set using the terminaldevice is acquired by the server device for net games, and the acquiredmessage of one user is presented to the terminal device of the otheruser at a predetermined time during the period when the users areplaying a game using the terminal devices.

[0147] In this way, the message which one user set is presented to theother user at a predetermined time during the game period, so excitementcan be provided to the game by presenting this message. The other userto whom the message is presented can return a message which this userhas set to the former user, so such an exchange of messages can furtherimprove the excitement of the game. Also such messages reflect thesensitivity of the users who are actual people, so the user cansufficiently enjoy the actual feel of playing a game with an actualperson. As a result, the excitement of the game can be further improvedby the presentation and exchange of messages, and the user cansufficiently receive the sensation of playing a game not with a gamemachine but with an actual person, so excitement based on thecharacteristic of net games, where a game is played with an actualperson, can be sufficiently given to the user.

[0148] This application is based on Japanese patent application serialno. 2001-162863, filed in Japan Patent Office on May 30, 2001, thecontents of which are hereby incorporated by reference.

[0149] Although the present invention has been fully described by way ofexample with reference to the accompanying drawings, it is to beunderstood that various changes and modifications will be apparent tothose skilled in the art. Therefore, unless otherwise such changes andmodifications depart from the scope of the present invention hereinafterdefined, they should be construed as being included therein.

What is claimed is:
 1. A server device for net games which iscommunicably connected to a plurality of terminal devices used by usersvia a network for managing a game played in a game space by the usersusing said terminal devices, comprising: acquiring means for acquiring amessage which a user has set using said terminal device; and presentingmeans for presenting a message of one user acquired by said acquiringmeans to the terminal device of the other user at a predetermined timeduring a period when the users are playing a game using said terminaldevices.
 2. The server device for net games according to claim 1,wherein said presenting means presents a message of one user acquired bysaid acquiring means to the terminal device of the other user in atleast one of the game start time and/or the batting/fielding change timeduring the game.
 3. The server device for net games according to claim1, wherein said acquiring means acquires said messages corresponding tothe input keys disposed on said terminal device, and, when one useroperates said input key during the game, said presenting means presentsthe message corresponding to this input key to the terminal device ofthe other user.
 4. The server device for net games according to claim 1,wherein said acquiring means acquires a message which the user hasselected using said terminal device out of a predetermined plurality ofmessages.
 5. A net game management method using a server device for netgames which is communicably connected to a plurality of terminal devicesused by users via a network for managing a game played in a game spaceby the users using said terminal devices, comprising: a messageacquiring step for said server device for net games to acquire a messagewhich a user has set using said terminal device; and a messagepresenting step for said server device for net games to present amessage of one user acquired in said message acquiring step to theterminal device of the other user at a predetermined time during aperiod when the users are playing a game using said terminal devices. 6.A net game management program for causing a server device for net games,which is communicably connected to a plurality of terminal devices usedby users via a network for managing a game played in a game space by theusers using said terminal devices, to function as: acquiring means foracquiring a message which a user has set using said terminal device; andpresenting means for presenting a message of one user acquired by saidacquiring means to the terminal device of the other user at apredetermined time during a period when the users are playing a gameusing said terminal devices.
 7. A recording medium which stores a netgame management program, the net game management program causing aserver device for net games, which is communicably connected to aplurality of terminal devices used by users via a network for managing agame played in a game space by the users using said terminal devices, tofunction as: acquiring means for acquiring a message which a user hasset using said terminal device; and presenting means for presenting amessage of one user acquired by said acquiring means to the terminaldevice of the other user at a predetermined time during a period whenthe users are playing a game using said terminal devices.